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lúc bắn nhau với đám lúc đầu có 1 thằng ku chạy mất có ảnh hưởng cốt nguyện ko
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lúc bắn nhau với đám lúc đầu có 1 thằng ku chạy mất có ảnh hưởng cốt nguyện ko
kinh khủng khiếpCái này là style của R* từ lâu rồi, rõ nét nhất là từ GTA4, nhân vật di chuyển chân thực nhưng không nhạy, thả nút di chuyển ra thì nhân vật còn phải bước nốt bước cuối chứ không dừng lại ngay.I only rarely found Red Dead 2 to be “fun” in the way I find many other video games to be fun. The physical act of playing is rarely pleasurable on its own. It is often tiring and cumbersome, though no less thrilling for it. No in-game activity approaches the tactilely pleasing acts of firing a space-rifle in Destiny, axing a demon in God of War, or jumping on goombas in Super Mario Bros. Red Dead 2 continues Rockstar’s longstanding rejection of the notions that input response should be snappy, that control schemes should be empowering and intuitive, and that animation systems should favor player input over believable on-screen action.
Pressing a button in Red Dead 2 rarely results in an immediate or satisfying response. Navigating Arthur through the world is less like controlling a video game character and more like giving directions to an actor. Get in cover, I’ll tell him, only to see him climb on top of the cover. Did I press the button too late? Did my button-press register at all? Dude, get down, I’ll cry, as his enemies begin to open fire. He’ll slowly wheel around, then slide down to the ground with an elaborate stumbling animation. GET IN COVER, I’ll command, pressing the “take cover” button for what feels like the sixth time. He’ll haul his body weight forward, then finally crouch behind the wall.
Almost every interaction must be performed through the same gauzy, lustrous cling-wrap. Firefights are chaotic and random, and aiming often feels wild and unmanageable. Rifles require separate trigger-pulls to fire and to chamber a new round. Enemies move quickly and melt into the world’s overwhelming visual milieux, and my resulting reliance on the heavily magnetized aim-assistance turned most fights into pop-and-fire shooting galleries. Arthur moves slowly, particularly while in settlements or indoors. It’s also possible to make him run too fast, crashing through doors and into civilians. Navigating this world is arduous, heavy, and inelegant. Even the simple act of picking an object up off the floor can require two or three moments of repositioning and waiting for an interaction prompt.
Trong Shop đầu tiên nó có bán đó bác.săn thú tắt auto aim đi cho dễ, chứ để auto khó aim headshot lắm, giữ cung lâu quá thì ko đc.
Cơ mà muốn nâng cấp deadeye thì phải tìm cái premium cigarette ahmất công vl

với cả mấy thg con nít bh thích chơi game tiết tấu nhanh, đơn giản, game kiểu classic chi tiết kiểu này bọn nó ko thẩm đc. Trc xem đánh giá cũng đặt nặng user critics nhưng càng thấy cũng chỉ là chỗ cho fanboy 10 điểm hay haters 0 điểm lộng hành.